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shave some bytes
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b0d96bad23
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8
Makefile
8
Makefile
@ -137,10 +137,10 @@ index: md asmfx asmprelaunch
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# create gSearchStore indexes
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#
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[ -f build/DISPLAY.CONF ] || (bin/builddisplaynames.py < build/GAMES.CONF > build/DISPLAY.CONF)
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[ -f build/SEARCH00.IDX ] || (grep "^00" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH00.IDX)
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[ -f build/SEARCH01.IDX ] || (grep "^0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH01.IDX)
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[ -f build/SEARCH10.IDX ] || (grep "^.0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH10.IDX)
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[ -f build/SEARCH11.IDX ] || (cat build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH11.IDX)
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[ -f build/SEARCH00.IDX ] || (grep "^00" < build/DISPLAY.CONF | bin/buildsearch.sh > build/SEARCH00.IDX)
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[ -f build/SEARCH01.IDX ] || (grep "^0" < build/DISPLAY.CONF | bin/buildsearch.sh > build/SEARCH01.IDX)
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[ -f build/SEARCH10.IDX ] || (grep "^.0" < build/DISPLAY.CONF | bin/buildsearch.sh > build/SEARCH10.IDX)
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[ -f build/SEARCH11.IDX ] || (bin/buildsearch.sh < build/DISPLAY.CONF > build/SEARCH11.IDX)
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#
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# create a sorted list of game filenames, without metadata or display names
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#
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@ -12,11 +12,12 @@ source=$(mktemp)
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dhgr=$(echo "$key" | cut -c3) # 'has DHGR title screen' flag (0 or 1)
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cheat=$(echo "$key" | cut -c4) # 'cheat category' (0..5)
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key=$(echo "$key" | cut -d"," -f2)
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echo "!byte ${#key}+${#value}+4" # OKVS record length
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echo "!byte ${#key}+${#value}+5" # OKVS record length
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echo "!byte ${#key}" # OKVS key length
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echo "!text \"$key\"" # OKVS key
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echo "!byte ${#value}+1" # OKVS value length
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echo "!byte ${#value}" # OKVS value length
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echo "!text \"$value\"" # OKVS value
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echo "!byte 1"
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echo "!byte $((dhgr*128))+$cheat"
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done < "$records") > "$source"
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@ -386,11 +386,12 @@ CopyDevs
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jsr stepptr
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+LD16 PTR ; (PTR) points to free space after the OKVS data structure we just created
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+ST16 gGamesListStore ; save pointer to free space for next store
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jsr LoadFile ; load games list file into $8200
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!word kRootDirectory
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!word @kGameListConfFile
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- !word $8200
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lda #$EA
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sta AddValueDuringAppend
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jsr ParseGamesList ; parse games list into OKVS data structure in LC RAM bank
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!word gGamesListStore
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!word -
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@ -6,9 +6,9 @@
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; YE OLDE GRAND UNIFIED MEMORY MAP
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;
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; LC RAM BANK 1
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; D000..E2F8 - persistent data structures (gGlobalPrefsStore, gGamesListStore)
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; D000..DFDE - persistent data structures (gGlobalPrefsStore, gGamesListStore)
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; ...unused...
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; EA2A..FFEE - main program code
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; EA23..FFEE - main program code
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; FFEF..FFF9 - API functions and global constants available for main program
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; code, prelaunchers, transition effects, &c.
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; (LoadFileDirect, Wait/UnwaitForVBL, MockingboardStuff, MachineStatus)
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@ -210,6 +210,7 @@ okvs_append
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tay
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lda (SRC),y ; no max, use actual length instead
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tax
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AddValueDuringAppend
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+ inx
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tay
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- lda (SRC),y
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@ -61,12 +61,8 @@ ParseGamesList
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bvc @skipLine ; game requires 128K but we only have 64K, so ignore entire line
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@parseDHGRTitle
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jsr IncAndGetChar ; get third character ('1' if game has DHGR title)
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and #$01
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pha
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@parseCheatsAvailable
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jsr IncAndGetChar ; get fourth character (cheat category, int)
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and #CHEAT_CATEGORY
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pha
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@swallowComma
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jsr IncAndGetChar
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@gatherKey
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@ -86,19 +82,7 @@ ParseGamesList
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jsr IncAndGetChar
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cmp #$0A ; CR ends the value
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bne @gatherValue
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; beq @endValue
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; sta gVal,x
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; inx
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; bpl @gatherValue
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@endValue
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pla ; pop cheat category
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sta gVal,x ; store after game display name
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pla ; pop has-DHGR-title flag
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lsr
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ror
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ora gVal,x
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sta gVal,x ; store in bit 7 of same byte as cheat category
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inx
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stx gValLen
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tya
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pha ; okvs functions clobber everything but we need Y
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@ -32,17 +32,17 @@ Help
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jsr LoadIndexedFile
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!word kGameHelpFile
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!word $8000
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!word $800
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@indexRecordPtr
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!word $FDFD ; SMC
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clc
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bcc .clearAndDisplayHelp ; always branches
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@global jsr LoadFile ; load help text into $8000
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@global jsr LoadFile ; load help text into $800
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!word kRootDirectory
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!word kHelpTextFile
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!word $8000
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!word $800
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jsr LoadHelpOffscreen ; load fancy backdrop
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ldx #7
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@ -57,10 +57,10 @@ Help
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; all other flags and registers clobbered
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;------------------------------------------------------------------------------
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Credits
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jsr LoadFile ; load credits text into $8000
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jsr LoadFile ; load credits text into $800
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!word kRootDirectory
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!word kCreditsFile
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!word $8000
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!word $800
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.clearAndDisplayHelp
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jsr ForceHGRMode
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jsr ClearOffscreen
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@ -68,7 +68,7 @@ Credits
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.displayHelp
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lda OffscreenPage
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ror ; draw on offscreen page
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+LDADDR $8000
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+LDADDR $800
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+ST16 PTR
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;DrawPageInternal inlined here
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;
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@ -83,18 +83,20 @@ LoadOffscreenFromAY
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rts
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LoadGameTitleOffscreen
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; in: gGameToLaunch = index into gGamesListStore (word)
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jsr GetGameToLaunch
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; in: gGameToLaunch = index into gSearchStore (word)
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+LD16 gGameToLaunch
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+ST16 WINDEX
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+LDADDR gSearchStore
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jsr okvs_nth ; A/Y -> key (game filename) in gSearchStore
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+ST16 @fname
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bit MachineStatus ; if < 128K, don't bother checking for DHGR title
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bvc @hgr
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jsr okvs_get_current
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; (PTR) -> game display name + bitfield of game info
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jsr okvs_get_current_PTR_is_already_set
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; (PTR) -> length-prefixed game info bitfield
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; Y = 0
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lda (PTR),y ; A = game display name length + 1
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sta SAVE
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tay
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lda (PTR),y ; A = game info bitfield
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iny ; Y = 1
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lda (PTR), y ; A = game info bitfield
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;;and #HAS_DHGR_TITLE
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bmi @dhgr
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@hgr
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@ -122,21 +122,22 @@ DrawUI
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sta gPathname ; hack, used by first RedrawForDHGR which follows
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; Draw40Chars which doesn't set gPathname
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jsr GetGameToLaunch ; get current game, if any
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jsr AnyGameSelected ; get index number of current game, if any
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bcs @doneWithLine2 ; if no game, nothing more to do on UI line 2
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+ST16 @fname
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jsr okvs_get_current
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iny ; Y = 1
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+ST16 WINDEX
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+LDADDR gSearchStore
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jsr okvs_nth ; A/Y -> key of current game (in gSearchStore)
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jsr okvs_get_current ; (PTR) -> display name of current game
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; Y = 0
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lda (PTR), y
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tay
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iny
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sty SAVE
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iny
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lda (PTR), y ; A = game info bitfield
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sta gGameToLaunchInfo
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jsr okvs_get
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!word gSearchStore
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@fname !word $FDFD ; SMC
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+ST16 PTR
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ldy #0
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lda (PTR), y
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sta SAVE
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inc SAVE
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- iny
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@printCursor
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lda #$FD ; SMC
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@ -197,7 +198,7 @@ DrawUI
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ldy #0
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@dotloop
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iny
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lda (PTR),y ; (PTR) still points to game display name + game info bitfield
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lda (PTR),y ; (PTR) still points to game display name
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ora #$20 ; force lower-case always
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cmp InputBuffer,x
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bne +
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